All of this takes place during a scripted intro sequence.
My first problem is that my AI-driven cars don't always follow the waypoints like they should. They will slow almost to a stop upon approaching a waypoint, and will sometimes veer off the road in turns and such when it is completely possible to keep the car going (even at speed "Normal" they do this)
Also, when 2 cars are approaching each other on the road, not going to collide at all, they swerve out of the way when one is a sports car and one is a motorcycle about a foot off of the road on the opposite side of the sports car. It's very annoying to be watching a cool angle with cars passing each other then having them stupidly dive off of the road because they think they're going to hit.
Then I've got this other problem, I set a set of waypoints for a guy in a car to follow to his destination, with cameras set up along the path he is supposed to take. Yesterday he followed it pretty well (except for the aforementioned motorcycle-swerving), today he takes another road, then turns around and resumes course as he should. I was reading a post about landing helicopters in a tight alleyway and the guy said they did it fine the night he made it and the next day they went nuts, going everywhere. Someone followed up mentioning some kind of "AI random seed" in some file related to the mission, and how that screws things up. Does anyone know about this randomseed thing and how to disable it? I would also like to know how to make AI-vehicles follow waypoints to the letter, without the stupid 'collision prediction and prevention' thing.
I have included what I'm working with in the enclosed file (ep01_thecontact.zip) - you will need OFP Resistance V1.91 to run it properly. Switch the mission editor over to "INTRO" to see the problems refrenced above.
Thanks,
-Kyle